@article {Nogueira2016,
	title = {Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game},
	journal = {Journal on Multimodal User Interfaces},
	volume = {10},
	year = {2016},
	pages = {31{\textendash}62},
	abstract = {To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players{\textquoteright} physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players{\textquoteright} affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.},
	issn = {1783-8738},
	doi = {10.1007/s12193-015-0208-1},
	url = {http://dx.doi.org/10.1007/s12193-015-0208-1},
	author = {Nogueira, Pedro A. and Torres, Vasco and Rodrigues, Rui and Oliveira, Eug{\'e}nio and Lennart E. Nacke}
}
